2d-games

Provides 2D game development principles covering sprites, tilemaps, physics, and camera systems.

Updated Jun 30, 2026
One-click install
npx skills add https://github.com/kaitoartz/dotfiles --skill 2d-games-kaitoartz
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: 2d-games
Source: https://github.com/kaitoartz/dotfiles/tree/main/dot_gemini/config/skills/game-development/2d-games
Command: npx skills add https://github.com/kaitoartz/dotfiles --skill 2d-games-kaitoartz

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Designing 2D game systems requires balancing many interdependent decisions—sprite organization, tilemap structure, collision shapes, and camera behavior—and mistakes in any of these lead to poor performance or bad game feel. This Skill consolidates proven 2D game development principles into a single reference so you can make correct architectural choices quickly. ## Core Features & Use Cases - Sprite & Animation Guidance: Covers texture atlases, frame rates, pivots, layering, and classic animation principles like squash and stretch. - Tilemap & Physics Design: Recommends tile sizes, layer structures, collision shapes, and physics approaches such as fixed timesteps and filtering layers. - Camera & Genre Patterns: Details follow, look-ahead, and room-based cameras plus platformer techniques like coyote time and jump buffering. - Use Case: When building a 2D platformer, use this Skill to decide on a 32x32 tile size, capsule collision for the character, a smooth follow camera with look-ahead, and coyote time for forgiving jumps. ## Quick Start Use the 2d-games skill to review my platformer's camera and jump mechanics and suggest improvements.

Frequently Asked Questions about 2d-games

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I design a 2D platformer jump that feels good?▼

Good platformer jumps use coyote time, which grants brief jump leniency after leaving a ledge, plus jump buffering to register early inputs. Variable jump height based on button hold duration also improves control feel.

What tile size should I use for a 2D tilemap?▼

Common tile sizes are 16x16, 32x32, and 64x64 pixels depending on your art style and target resolution. Use auto-tiling for terrain and simplified collision shapes rather than pixel-perfect boundaries.

Which collision shape is best for 2D game characters?▼

Capsule shapes work best for characters because their rounded ends prevent snagging on edges and corners. Use boxes for rectangular objects, circles for balls, and polygons only for genuinely complex shapes.

How do I implement screen shake in a 2D camera?▼

Screen shake should last 50-200 milliseconds with diminishing intensity over the duration. Apply it sparingly for high-impact moments, since overuse makes the camera feel jittery and unstable.

Should I use pixel-perfect or physics-based collision in 2D games?▼

Choose one approach and stay consistent rather than mixing them. Physics-based collision with simplified shapes and a fixed timestep is more predictable, while pixel-perfect suits precision platformers but costs more performance.